BsRenderBeast.cpp 37 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096
  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsRenderBeast.h"
  4. #include "BsCCamera.h"
  5. #include "BsCRenderable.h"
  6. #include "BsMaterial.h"
  7. #include "BsMesh.h"
  8. #include "BsPass.h"
  9. #include "BsBlendState.h"
  10. #include "BsRasterizerState.h"
  11. #include "BsDepthStencilState.h"
  12. #include "BsSamplerState.h"
  13. #include "BsCoreApplication.h"
  14. #include "BsViewport.h"
  15. #include "BsRenderTarget.h"
  16. #include "BsRenderQueue.h"
  17. #include "BsCoreThread.h"
  18. #include "BsGpuParams.h"
  19. #include "BsProfilerCPU.h"
  20. #include "BsShader.h"
  21. #include "BsGpuParamBlockBuffer.h"
  22. #include "BsStaticRenderableHandler.h"
  23. #include "BsTime.h"
  24. #include "BsRenderableElement.h"
  25. #include "BsCoreObjectManager.h"
  26. #include "BsRenderBeastOptions.h"
  27. #include "BsSamplerOverrides.h"
  28. #include "BsLight.h"
  29. #include "BsRenderTexturePool.h"
  30. #include "BsRenderTargets.h"
  31. #include "BsRendererUtility.h"
  32. #include "BsRenderStateManager.h"
  33. using namespace std::placeholders;
  34. namespace BansheeEngine
  35. {
  36. RenderBeast::RenderBeast()
  37. : mDefaultMaterial(nullptr), mPointLightInMat(nullptr), mPointLightOutMat(nullptr), mDirLightMat(nullptr)
  38. , mStaticHandler(nullptr), mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true)
  39. {
  40. }
  41. const StringID& RenderBeast::getName() const
  42. {
  43. static StringID name = "RenderBeast";
  44. return name;
  45. }
  46. void RenderBeast::initialize()
  47. {
  48. CoreRenderer::initialize();
  49. CoreThread::instance().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  50. }
  51. void RenderBeast::destroy()
  52. {
  53. CoreRenderer::destroy();
  54. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  55. gCoreAccessor().submitToCoreThread(true);
  56. }
  57. void RenderBeast::initializeCore()
  58. {
  59. RendererUtility::startUp();
  60. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  61. mStaticHandler = bs_new<StaticRenderableHandler>();
  62. mDefaultMaterial = bs_new<DefaultMaterial>();
  63. mPointLightInMat = bs_new<PointLightInMat>();
  64. mPointLightOutMat = bs_new<PointLightOutMat>();
  65. mDirLightMat = bs_new<DirectionalLightMat>();
  66. RenderTexturePool::startUp();
  67. PostProcessing::startUp();
  68. }
  69. void RenderBeast::destroyCore()
  70. {
  71. if (mStaticHandler != nullptr)
  72. bs_delete(mStaticHandler);
  73. mRenderTargets.clear();
  74. mCameraData.clear();
  75. mRenderables.clear();
  76. PostProcessing::shutDown();
  77. RenderTexturePool::shutDown();
  78. bs_delete(mDefaultMaterial);
  79. bs_delete(mPointLightInMat);
  80. bs_delete(mPointLightOutMat);
  81. bs_delete(mDirLightMat);
  82. RendererUtility::shutDown();
  83. assert(mSamplerOverrides.empty());
  84. }
  85. void RenderBeast::notifyRenderableAdded(RenderableCore* renderable)
  86. {
  87. UINT32 renderableId = (UINT32)mRenderables.size();
  88. renderable->setRendererId(renderableId);
  89. mRenderables.push_back(RenderableData());
  90. mRenderableShaderData.push_back(RenderableShaderData());
  91. mWorldBounds.push_back(renderable->getBounds());
  92. RenderableData& renderableData = mRenderables.back();
  93. renderableData.renderable = renderable;
  94. RenderableShaderData& shaderData = mRenderableShaderData.back();
  95. shaderData.worldTransform = renderable->getTransform();
  96. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  97. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  98. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  99. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  100. if (renderable->getRenderableType() == RenType_LitTextured)
  101. renderableData.controller = mStaticHandler;
  102. else
  103. renderableData.controller = nullptr;
  104. SPtr<MeshCore> mesh = renderable->getMesh();
  105. if (mesh != nullptr)
  106. {
  107. const MeshProperties& meshProps = mesh->getProperties();
  108. SPtr<VertexDeclarationCore> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  109. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  110. {
  111. renderableData.elements.push_back(BeastRenderableElement());
  112. BeastRenderableElement& renElement = renderableData.elements.back();
  113. renElement.mesh = mesh;
  114. renElement.subMesh = meshProps.getSubMesh(i);
  115. renElement.renderableId = renderableId;
  116. renElement.material = renderable->getMaterial(i);
  117. if (renElement.material == nullptr)
  118. renElement.material = renderable->getMaterial(0);
  119. if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
  120. renElement.material = nullptr;
  121. // Validate mesh <-> shader vertex bindings
  122. if (renElement.material != nullptr)
  123. {
  124. UINT32 numPasses = renElement.material->getNumPasses();
  125. for (UINT32 j = 0; j < numPasses; j++)
  126. {
  127. SPtr<PassCore> pass = renElement.material->getPass(j);
  128. SPtr<VertexDeclarationCore> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
  129. if (!vertexDecl->isCompatible(shaderDecl))
  130. {
  131. Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
  132. StringStream wrnStream;
  133. wrnStream << "Provided mesh is missing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
  134. for (auto& entry : missingElements)
  135. wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
  136. LOGWRN(wrnStream.str());
  137. break;
  138. }
  139. }
  140. }
  141. // If no material use the default material
  142. if (renElement.material == nullptr)
  143. renElement.material = mDefaultMaterial->getMaterial();
  144. auto iterFind = mSamplerOverrides.find(renElement.material);
  145. if (iterFind != mSamplerOverrides.end())
  146. {
  147. renElement.samplerOverrides = iterFind->second;
  148. iterFind->second->refCount++;
  149. }
  150. else
  151. {
  152. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  153. mSamplerOverrides[renElement.material] = samplerOverrides;
  154. renElement.samplerOverrides = samplerOverrides;
  155. samplerOverrides->refCount++;
  156. }
  157. if (renderableData.controller != nullptr)
  158. renderableData.controller->initializeRenderElem(renElement);
  159. }
  160. }
  161. }
  162. void RenderBeast::notifyRenderableRemoved(RenderableCore* renderable)
  163. {
  164. UINT32 renderableId = renderable->getRendererId();
  165. RenderableCore* lastRenerable = mRenderables.back().renderable;
  166. UINT32 lastRenderableId = lastRenerable->getRendererId();
  167. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  168. for (auto& element : elements)
  169. {
  170. auto iterFind = mSamplerOverrides.find(element.material);
  171. assert(iterFind != mSamplerOverrides.end());
  172. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  173. samplerOverrides->refCount--;
  174. if (samplerOverrides->refCount == 0)
  175. {
  176. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  177. mSamplerOverrides.erase(iterFind);
  178. }
  179. element.samplerOverrides = nullptr;
  180. }
  181. if (renderableId != lastRenderableId)
  182. {
  183. // Swap current last element with the one we want to erase
  184. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  185. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  186. std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
  187. lastRenerable->setRendererId(renderableId);
  188. for (auto& element : elements)
  189. element.renderableId = renderableId;
  190. }
  191. // Last element is the one we want to erase
  192. mRenderables.erase(mRenderables.end() - 1);
  193. mWorldBounds.erase(mWorldBounds.end() - 1);
  194. mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
  195. }
  196. void RenderBeast::notifyRenderableUpdated(RenderableCore* renderable)
  197. {
  198. UINT32 renderableId = renderable->getRendererId();
  199. RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
  200. shaderData.worldTransform = renderable->getTransform();
  201. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  202. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  203. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  204. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  205. mWorldBounds[renderableId] = renderable->getBounds();
  206. }
  207. void RenderBeast::notifyLightAdded(LightCore* light)
  208. {
  209. if (light->getType() == LightType::Directional)
  210. {
  211. UINT32 lightId = (UINT32)mDirectionalLights.size();
  212. light->setRendererId(lightId);
  213. mDirectionalLights.push_back(LightData());
  214. LightData& lightData = mDirectionalLights.back();
  215. lightData.internal = light;
  216. }
  217. else
  218. {
  219. UINT32 lightId = (UINT32)mPointLights.size();
  220. light->setRendererId(lightId);
  221. mPointLights.push_back(LightData());
  222. mLightWorldBounds.push_back(light->getBounds());
  223. LightData& lightData = mPointLights.back();
  224. lightData.internal = light;
  225. }
  226. }
  227. void RenderBeast::notifyLightUpdated(LightCore* light)
  228. {
  229. UINT32 lightId = light->getRendererId();
  230. if (light->getType() != LightType::Directional)
  231. mLightWorldBounds[lightId] = light->getBounds();
  232. }
  233. void RenderBeast::notifyLightRemoved(LightCore* light)
  234. {
  235. UINT32 lightId = light->getRendererId();
  236. if (light->getType() == LightType::Directional)
  237. {
  238. LightCore* lastLight = mDirectionalLights.back().internal;
  239. UINT32 lastLightId = lastLight->getRendererId();
  240. if (lightId != lastLightId)
  241. {
  242. // Swap current last element with the one we want to erase
  243. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  244. lastLight->setRendererId(lightId);
  245. }
  246. // Last element is the one we want to erase
  247. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  248. }
  249. else
  250. {
  251. LightCore* lastLight = mPointLights.back().internal;
  252. UINT32 lastLightId = lastLight->getRendererId();
  253. if (lightId != lastLightId)
  254. {
  255. // Swap current last element with the one we want to erase
  256. std::swap(mPointLights[lightId], mPointLights[lastLightId]);
  257. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  258. lastLight->setRendererId(lightId);
  259. }
  260. // Last element is the one we want to erase
  261. mPointLights.erase(mPointLights.end() - 1);
  262. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  263. }
  264. }
  265. void RenderBeast::notifyCameraAdded(const CameraCore* camera)
  266. {
  267. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  268. if (renderTarget == nullptr)
  269. return;
  270. CameraData& camData = mCameraData[camera];
  271. camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
  272. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  273. if (transparentStateReduction == StateReduction::Material)
  274. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  275. camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
  276. // Register in render target list
  277. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  278. [&](const RenderTargetData& x) { return x.target == renderTarget; });
  279. if (findIter != mRenderTargets.end())
  280. {
  281. findIter->cameras.push_back(camera);
  282. }
  283. else
  284. {
  285. mRenderTargets.push_back(RenderTargetData());
  286. RenderTargetData& renderTargetData = mRenderTargets.back();
  287. renderTargetData.target = renderTarget;
  288. renderTargetData.cameras.push_back(camera);
  289. }
  290. // Sort render targets based on priority
  291. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  292. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  293. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  294. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  295. for (auto& camerasPerTarget : mRenderTargets)
  296. {
  297. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  298. std::sort(begin(cameras), end(cameras), cameraComparer);
  299. }
  300. }
  301. void RenderBeast::notifyCameraRemoved(const CameraCore* camera)
  302. {
  303. mCameraData.erase(camera);
  304. // Remove from render target list
  305. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  306. {
  307. RenderTargetData& target = *iterTarget;
  308. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  309. {
  310. if (camera == *iterCam)
  311. {
  312. target.cameras.erase(iterCam);
  313. break;
  314. }
  315. }
  316. if (target.cameras.empty())
  317. {
  318. mRenderTargets.erase(iterTarget);
  319. break;
  320. }
  321. }
  322. }
  323. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  324. {
  325. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  326. mOptionsDirty = true;
  327. }
  328. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  329. {
  330. return mOptions;
  331. }
  332. void RenderBeast::renderAll()
  333. {
  334. // Sync all dirty sim thread CoreObject data to core thread
  335. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  336. if (mOptionsDirty)
  337. {
  338. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  339. mOptionsDirty = false;
  340. }
  341. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime(), gTime().getFrameDelta()));
  342. }
  343. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  344. {
  345. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  346. if (options.filtering == RenderBeastFiltering::Anisotropic)
  347. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  348. if (filteringChanged)
  349. refreshSamplerOverrides(true);
  350. *mCoreOptions = options;
  351. for (auto& cameraData : mCameraData)
  352. {
  353. cameraData.second.opaqueQueue->setStateReduction(mCoreOptions->stateReductionMode);
  354. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  355. if (transparentStateReduction == StateReduction::Material)
  356. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  357. cameraData.second.transparentQueue->setStateReduction(transparentStateReduction);
  358. }
  359. }
  360. void RenderBeast::renderAllCore(float time, float delta)
  361. {
  362. THROW_IF_NOT_CORE_THREAD;
  363. gProfilerCPU().beginSample("renderAllCore");
  364. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  365. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  366. // are actually modified after sync
  367. refreshSamplerOverrides();
  368. // Update global per-frame hardware buffers
  369. mStaticHandler->updatePerFrameBuffers(time);
  370. // Generate render queues per camera
  371. for (auto& cameraData : mCameraData)
  372. {
  373. const CameraCore* camera = cameraData.first;
  374. determineVisible(*camera);
  375. }
  376. // Render everything, target by target
  377. for (auto& renderTargetData : mRenderTargets)
  378. {
  379. SPtr<RenderTargetCore> target = renderTargetData.target;
  380. Vector<const CameraCore*>& cameras = renderTargetData.cameras;
  381. RenderAPICore::instance().beginFrame();
  382. UINT32 numCameras = (UINT32)cameras.size();
  383. for (UINT32 i = 0; i < numCameras; i++)
  384. {
  385. bool isOverlayCamera = ((UINT32)cameras[i]->getFlags() & (UINT32)CameraFlags::Overlay) != 0;
  386. if (!isOverlayCamera)
  387. render(renderTargetData, i, delta);
  388. else
  389. renderOverlay(renderTargetData, i, delta);
  390. }
  391. RenderAPICore::instance().endFrame();
  392. RenderAPICore::instance().swapBuffers(target);
  393. }
  394. gProfilerCPU().endSample("renderAllCore");
  395. }
  396. void RenderBeast::render(RenderTargetData& rtData, UINT32 camIdx, float delta)
  397. {
  398. gProfilerCPU().beginSample("Render");
  399. const CameraCore* camera = rtData.cameras[camIdx];
  400. CameraData& camData = mCameraData[camera];
  401. SPtr<ViewportCore> viewport = camera->getViewport();
  402. CameraShaderData cameraShaderData = getCameraShaderData(*camera);
  403. assert(((UINT32)camera->getFlags() & (UINT32)CameraFlags::Overlay) == 0);
  404. mStaticHandler->updatePerCameraBuffers(cameraShaderData);
  405. // Render scene objects to g-buffer
  406. bool createGBuffer = camData.target == nullptr ||
  407. camData.target->getHDR() != mCoreOptions->hdr ||
  408. camData.target->getNumSamples() != mCoreOptions->msaa;
  409. if (createGBuffer)
  410. camData.target = RenderTargets::create(viewport, mCoreOptions->hdr, mCoreOptions->msaa);
  411. camData.target->allocate();
  412. camData.target->bindGBuffer();
  413. // Trigger pre-scene callbacks
  414. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  415. if (iterCameraCallbacks != mRenderCallbacks.end())
  416. {
  417. for (auto& callbackPair : iterCameraCallbacks->second)
  418. {
  419. const RenderCallbackData& callbackData = callbackPair.second;
  420. if (callbackData.overlay)
  421. continue;
  422. if (callbackPair.first >= 0)
  423. break;
  424. callbackData.callback();
  425. }
  426. }
  427. // Render base pass
  428. const Vector<RenderQueueElement>& opaqueElements = camData.opaqueQueue->getSortedElements();
  429. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  430. {
  431. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  432. SPtr<MaterialCore> material = renderElem->material;
  433. UINT32 rendererId = renderElem->renderableId;
  434. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  435. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  436. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  437. mStaticHandler->bindPerObjectBuffers(*renderElem);
  438. if (iter->applyPass)
  439. {
  440. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  441. setPass(pass);
  442. }
  443. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  444. if (renderElem->samplerOverrides != nullptr)
  445. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  446. else
  447. setPassParams(passParams, nullptr);
  448. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  449. }
  450. camData.target->bindSceneColor(true);
  451. // Render light pass
  452. SPtr<GpuParamBlockBufferCore> perCameraBuffer = mStaticHandler->getPerCameraParams().getBuffer();
  453. SPtr<MaterialCore> dirMaterial = mDirLightMat->getMaterial();
  454. SPtr<PassCore> dirPass = dirMaterial->getPass(0);
  455. setPass(dirPass);
  456. mDirLightMat->setStaticParameters(camData.target, perCameraBuffer);
  457. for (auto& light : mDirectionalLights)
  458. {
  459. if (!light.internal->getIsActive())
  460. continue;
  461. mDirLightMat->setParameters(light.internal);
  462. // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
  463. // - I can't think of a good way to do this automatically. Probably best to do it in setParameters()
  464. setPassParams(dirMaterial->getPassParameters(0), nullptr);
  465. gRendererUtility().drawScreenQuad();
  466. }
  467. // Draw point lights which our camera is within
  468. SPtr<MaterialCore> pointInsideMaterial = mPointLightInMat->getMaterial();
  469. SPtr<PassCore> pointInsidePass = pointInsideMaterial->getPass(0);
  470. // TODO - Possibly use instanced drawing here as only two meshes are drawn with various properties
  471. setPass(pointInsidePass);
  472. mPointLightInMat->setStaticParameters(camData.target, perCameraBuffer);
  473. // TODO - Cull lights based on visibility, right now I just iterate over all of them.
  474. for (auto& light : mPointLights)
  475. {
  476. if (!light.internal->getIsActive())
  477. continue;
  478. float distToLight = (light.internal->getBounds().getCenter() - camera->getPosition()).squaredLength();
  479. float boundRadius = light.internal->getBounds().getRadius() * 1.05f + camera->getNearClipDistance() * 2.0f;
  480. bool cameraInLightGeometry = distToLight < boundRadius * boundRadius;
  481. if (!cameraInLightGeometry)
  482. continue;
  483. mPointLightInMat->setParameters(light.internal);
  484. // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
  485. // - I can't think of a good way to do this automatically. Probably best to do it in setParameters()
  486. setPassParams(pointInsideMaterial->getPassParameters(0), nullptr);
  487. SPtr<MeshCore> mesh = light.internal->getMesh();
  488. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  489. }
  490. // Draw other point lights
  491. SPtr<MaterialCore> pointOutsideMaterial = mPointLightOutMat->getMaterial();
  492. SPtr<PassCore> pointOutsidePass = pointOutsideMaterial->getPass(0);
  493. setPass(pointOutsidePass);
  494. mPointLightOutMat->setStaticParameters(camData.target, perCameraBuffer);
  495. for (auto& light : mPointLights)
  496. {
  497. if (!light.internal->getIsActive())
  498. continue;
  499. float distToLight = (light.internal->getBounds().getCenter() - camera->getPosition()).squaredLength();
  500. float boundRadius = light.internal->getBounds().getRadius() * 1.05f + camera->getNearClipDistance() * 2.0f;
  501. bool cameraInLightGeometry = distToLight < boundRadius * boundRadius;
  502. if (cameraInLightGeometry)
  503. continue;
  504. mPointLightOutMat->setParameters(light.internal);
  505. // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
  506. setPassParams(pointOutsideMaterial->getPassParameters(0), nullptr);
  507. SPtr<MeshCore> mesh = light.internal->getMesh();
  508. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  509. }
  510. camData.target->bindSceneColor(false);
  511. // Render transparent objects (TODO - No lighting yet)
  512. const Vector<RenderQueueElement>& transparentElements = camData.transparentQueue->getSortedElements();
  513. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  514. {
  515. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  516. SPtr<MaterialCore> material = renderElem->material;
  517. UINT32 rendererId = renderElem->renderableId;
  518. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  519. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  520. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  521. mStaticHandler->bindPerObjectBuffers(*renderElem);
  522. if (iter->applyPass)
  523. {
  524. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  525. setPass(pass);
  526. }
  527. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  528. if (renderElem->samplerOverrides != nullptr)
  529. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  530. else
  531. setPassParams(passParams, nullptr);
  532. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  533. }
  534. camData.opaqueQueue->clear();
  535. camData.transparentQueue->clear();
  536. // Render non-overlay post-scene callbacks
  537. if (iterCameraCallbacks != mRenderCallbacks.end())
  538. {
  539. for (auto& callbackPair : iterCameraCallbacks->second)
  540. {
  541. const RenderCallbackData& callbackData = callbackPair.second;
  542. if (callbackData.overlay || callbackPair.first < 0)
  543. continue;
  544. callbackData.callback();
  545. }
  546. }
  547. // TODO - If GBuffer has multiple samples, I should resolve them before post-processing
  548. PostProcessing::instance().postProcess(camData.target->getSceneColorRT(),
  549. viewport, camData.postProcessInfo, delta);
  550. // Render overlay post-scene callbacks
  551. if (iterCameraCallbacks != mRenderCallbacks.end())
  552. {
  553. for (auto& callbackPair : iterCameraCallbacks->second)
  554. {
  555. const RenderCallbackData& callbackData = callbackPair.second;
  556. if (!callbackData.overlay)
  557. continue;
  558. callbackData.callback();
  559. }
  560. }
  561. camData.target->release();
  562. gProfilerCPU().endSample("Render");
  563. }
  564. void RenderBeast::renderOverlay(RenderTargetData& rtData, UINT32 camIdx, float delta)
  565. {
  566. gProfilerCPU().beginSample("RenderOverlay");
  567. const CameraCore* camera = rtData.cameras[camIdx];
  568. CameraData& camData = mCameraData[camera];
  569. assert(((UINT32)camera->getFlags() & (UINT32)CameraFlags::Overlay) != 0);
  570. SPtr<ViewportCore> viewport = camera->getViewport();
  571. CameraShaderData cameraShaderData = getCameraShaderData(*camera);
  572. mStaticHandler->updatePerCameraBuffers(cameraShaderData);
  573. SPtr<RenderTargetCore> target = rtData.target;
  574. RenderAPICore::instance().setRenderTarget(target);
  575. RenderAPICore::instance().setViewport(viewport->getNormArea());
  576. // If first camera in render target, prepare the render target
  577. if (camIdx == 0)
  578. {
  579. UINT32 clearBuffers = 0;
  580. if (viewport->getRequiresColorClear())
  581. clearBuffers |= FBT_COLOR;
  582. if (viewport->getRequiresDepthClear())
  583. clearBuffers |= FBT_DEPTH;
  584. if (viewport->getRequiresStencilClear())
  585. clearBuffers |= FBT_STENCIL;
  586. if (clearBuffers != 0)
  587. {
  588. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(),
  589. viewport->getClearDepthValue(), viewport->getClearStencilValue());
  590. }
  591. }
  592. // Render overlay post-scene callbacks
  593. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  594. if (iterCameraCallbacks != mRenderCallbacks.end())
  595. {
  596. for (auto& callbackPair : iterCameraCallbacks->second)
  597. {
  598. const RenderCallbackData& callbackData = callbackPair.second;
  599. if (!callbackData.overlay)
  600. continue;
  601. callbackData.callback();
  602. }
  603. }
  604. gProfilerCPU().endSample("RenderOverlay");
  605. }
  606. void RenderBeast::determineVisible(const CameraCore& camera)
  607. {
  608. bool isOverlayCamera = ((UINT32)camera.getFlags() & (UINT32)CameraFlags::Overlay) != 0;
  609. if (isOverlayCamera)
  610. return;
  611. CameraData& cameraData = mCameraData[&camera];
  612. UINT64 cameraLayers = camera.getLayers();
  613. ConvexVolume worldFrustum = camera.getWorldFrustum();
  614. // Update per-object param buffers and queue render elements
  615. for (auto& renderableData : mRenderables)
  616. {
  617. RenderableCore* renderable = renderableData.renderable;
  618. UINT32 rendererId = renderable->getRendererId();
  619. if ((renderable->getLayer() & cameraLayers) == 0)
  620. continue;
  621. // Do frustum culling
  622. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  623. // methods use vector operations, as it is trivial to update them.
  624. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  625. if (worldFrustum.intersects(boundingSphere))
  626. {
  627. // More precise with the box
  628. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  629. if (worldFrustum.intersects(boundingBox))
  630. {
  631. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  632. for (auto& renderElem : renderableData.elements)
  633. {
  634. bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
  635. if (isTransparent)
  636. cameraData.transparentQueue->add(&renderElem, distanceToCamera);
  637. else
  638. cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
  639. }
  640. }
  641. }
  642. }
  643. cameraData.opaqueQueue->sort();
  644. cameraData.transparentQueue->sort();
  645. }
  646. Vector2 RenderBeast::getDeviceZTransform(const Matrix4& projMatrix)
  647. {
  648. // Returns a set of values that will transform depth buffer values (e.g. [0, 1] in DX, [-1, 1] in GL) to a distance
  649. // in world space. This involes applying the inverse projection transform to the depth value. When you multiply
  650. // a vector with the projection matrix you get [clipX, clipY, Az + B, C * z], where we don't care about clipX/clipY.
  651. // A is [2, 2], B is [2, 3] and C is [3, 2] elements of the projection matrix (only ones that matter for our depth
  652. // value). The hardware will also automatically divide the z value with w to get the depth, therefore the final
  653. // formula is:
  654. // depth = (Az + B) / (C * z)
  655. // To get the z coordinate back we simply do the opposite:
  656. // z = B / (depth * C - A)
  657. // However some APIs will also do a transformation on the depth values before storing them to the texture
  658. // (e.g. OpenGL will transform from [-1, 1] to [0, 1]). And we need to reverse that as well. Therefore the final
  659. // formula is:
  660. // z = B / ((depth * (maxDepth - minDepth) + minDepth) * C - A)
  661. // Are we reorganize it because it needs to fit the "(1.0f / (depth + y)) * x" format used in the shader:
  662. // z = 1.0f / (depth + minDepth/(maxDepth - minDepth) - A/((maxDepth - minDepth) * C)) * B/((maxDepth - minDepth) * C)
  663. RenderAPICore& rapi = RenderAPICore::instance();
  664. const RenderAPIInfo& rapiInfo = rapi.getAPIInfo();
  665. float depthRange = rapiInfo.getMaximumDepthInputValue() - rapiInfo.getMinimumDepthInputValue();
  666. float minDepth = rapiInfo.getMinimumDepthInputValue();
  667. float a = projMatrix[2][2];
  668. float b = projMatrix[2][3];
  669. float c = projMatrix[3][2];
  670. Vector2 output;
  671. output.x = b / (depthRange * c);
  672. output.y = minDepth / depthRange - a / (depthRange * c);
  673. return output;
  674. }
  675. CameraShaderData RenderBeast::getCameraShaderData(const CameraCore& camera)
  676. {
  677. CameraShaderData data;
  678. data.proj = camera.getProjectionMatrixRS();
  679. data.view = camera.getViewMatrix();
  680. data.viewProj = data.proj * data.view;
  681. data.invProj = data.proj.inverse();
  682. data.invViewProj = data.viewProj.inverse(); // Note: Calculate inverses separately (better precision possibly)
  683. // Construct a special inverse view-projection matrix that had projection entries that affect z and w eliminated.
  684. // Used to transform a vector(clip_x, clip_y, view_z, view_w), where clip_x/clip_y are in clip space, and
  685. // view_z/view_w in view space, into world space.
  686. // Only projects z/w coordinates
  687. Matrix4 projZ = Matrix4::IDENTITY;
  688. projZ[2][2] = data.proj[2][2];
  689. projZ[2][3] = data.proj[2][3];
  690. projZ[3][2] = data.proj[3][2];
  691. projZ[3][3] = 0.0f;
  692. data.screenToWorld = data.invViewProj * projZ;
  693. data.viewDir = camera.getForward();
  694. data.viewOrigin = camera.getPosition();
  695. data.deviceZToWorldZ = getDeviceZTransform(data.proj);
  696. SPtr<ViewportCore> viewport = camera.getViewport();
  697. SPtr<RenderTargetCore> rt = viewport->getTarget();
  698. float halfWidth = viewport->getWidth() * 0.5f;
  699. float halfHeight = viewport->getHeight() * 0.5f;
  700. float rtWidth = (float)rt->getProperties().getWidth();
  701. float rtHeight = (float)rt->getProperties().getHeight();
  702. RenderAPICore& rapi = RenderAPICore::instance();
  703. const RenderAPIInfo& rapiInfo = rapi.getAPIInfo();
  704. data.clipToUVScaleOffset.x = halfWidth / rtWidth;
  705. data.clipToUVScaleOffset.y = -halfHeight / rtHeight;
  706. data.clipToUVScaleOffset.z = viewport->getX() / rtWidth + (halfWidth + rapiInfo.getHorizontalTexelOffset()) / rtWidth;
  707. data.clipToUVScaleOffset.w = viewport->getY() / rtHeight + (halfHeight + rapiInfo.getVerticalTexelOffset()) / rtHeight;
  708. if (!rapiInfo.getNDCYAxisDown())
  709. data.clipToUVScaleOffset.y = -data.clipToUVScaleOffset.y;
  710. return data;
  711. }
  712. void RenderBeast::refreshSamplerOverrides(bool force)
  713. {
  714. for (auto& entry : mSamplerOverrides)
  715. {
  716. SPtr<MaterialCore> material = entry.first;
  717. if (force)
  718. {
  719. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  720. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  721. }
  722. else
  723. {
  724. MaterialSamplerOverrides* materialOverrides = entry.second;
  725. UINT32 numPasses = material->getNumPasses();
  726. assert(numPasses == materialOverrides->numPasses);
  727. for (UINT32 i = 0; i < numPasses; i++)
  728. {
  729. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  730. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  731. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  732. {
  733. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  734. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  735. if (params == nullptr)
  736. continue;
  737. const GpuParamDesc& paramDesc = params->getParamDesc();
  738. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  739. {
  740. UINT32 slot = iter->second.slot;
  741. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  742. assert(stageOverrides.numStates > slot);
  743. if (samplerState != stageOverrides.stateOverrides[slot])
  744. {
  745. if (samplerState != nullptr)
  746. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  747. else
  748. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  749. }
  750. }
  751. }
  752. }
  753. }
  754. }
  755. }
  756. void RenderBeast::setPass(const SPtr<PassCore>& pass)
  757. {
  758. THROW_IF_NOT_CORE_THREAD;
  759. RenderAPICore& rs = RenderAPICore::instance();
  760. struct StageData
  761. {
  762. GpuProgramType type;
  763. bool enable;
  764. SPtr<GpuProgramCore> program;
  765. };
  766. const UINT32 numStages = 6;
  767. StageData stages[numStages] =
  768. {
  769. { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
  770. { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
  771. { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
  772. { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
  773. { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
  774. { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
  775. };
  776. for (UINT32 i = 0; i < numStages; i++)
  777. {
  778. const StageData& stage = stages[i];
  779. if (stage.enable)
  780. rs.bindGpuProgram(stage.program);
  781. else
  782. rs.unbindGpuProgram(stage.type);
  783. }
  784. // Set up non-texture related pass settings
  785. if (pass->getBlendState() != nullptr)
  786. rs.setBlendState(pass->getBlendState());
  787. else
  788. rs.setBlendState(BlendStateCore::getDefault());
  789. if (pass->getDepthStencilState() != nullptr)
  790. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  791. else
  792. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  793. if (pass->getRasterizerState() != nullptr)
  794. rs.setRasterizerState(pass->getRasterizerState());
  795. else
  796. rs.setRasterizerState(RasterizerStateCore::getDefault());
  797. }
  798. void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
  799. {
  800. THROW_IF_NOT_CORE_THREAD;
  801. RenderAPICore& rs = RenderAPICore::instance();
  802. struct StageData
  803. {
  804. GpuProgramType type;
  805. SPtr<GpuParamsCore> params;
  806. };
  807. const UINT32 numStages = 6;
  808. StageData stages[numStages] =
  809. {
  810. { GPT_VERTEX_PROGRAM, passParams->mVertParams },
  811. { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
  812. { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
  813. { GPT_HULL_PROGRAM, passParams->mHullParams },
  814. { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
  815. { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
  816. };
  817. for (UINT32 i = 0; i < numStages; i++)
  818. {
  819. const StageData& stage = stages[i];
  820. SPtr<GpuParamsCore> params = stage.params;
  821. if (params == nullptr)
  822. continue;
  823. const GpuParamDesc& paramDesc = params->getParamDesc();
  824. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  825. {
  826. SPtr<SamplerStateCore> samplerState;
  827. if (samplerOverrides != nullptr)
  828. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  829. else
  830. samplerState = params->getSamplerState(iter->second.slot);
  831. if (samplerState == nullptr)
  832. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  833. else
  834. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  835. }
  836. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  837. {
  838. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  839. if (!params->isLoadStoreTexture(iter->second.slot))
  840. {
  841. if (texture == nullptr)
  842. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  843. else
  844. rs.setTexture(stage.type, iter->second.slot, true, texture);
  845. }
  846. else
  847. {
  848. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  849. if (texture == nullptr)
  850. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  851. else
  852. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  853. }
  854. }
  855. rs.setConstantBuffers(stage.type, params);
  856. }
  857. }
  858. void DefaultMaterial::_initDefines(ShaderDefines& defines)
  859. {
  860. // Do nothing
  861. }
  862. }